











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 19 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nybrelaith the warg at level 19 on the 2nd Loss 122nd year of Ascendancy at 12:42 / 1 |
Primary Stats
| Strength | 46 (base 33) |
| Dexterity | 15 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 41 (base 36) |
| Willpower | 39 (base 27) |
| Cunning | 21 (base 10) |
Resources
| Life | -62/529 |
| Mana | 301/301 |
| Equilibrium | 30 |
| Healing Factor | 1.4349964511777 |
| Regeneration | 72.137271600701 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 23.568412365715 |
| See Invisible | 29.568412365715 |
| ESP Range | 3 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 29 |
| Crit Chance | 5% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 29 |
| Crit Chance | 6% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +10% |
| Temporal | +9% |
| Nature | +6% |
| Acid | +13% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 42.828615044359 (80%) |
| Defense | 27 |
| Ranged Defense | 37 |
| Fatigue | 31 |
| Physical Save | 29 |
| Spell Save | 31 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 5% |
| Bleed Resistance | 5% |
| Confusion Resistance | 11% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1060% for 10 turns and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 124 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.14 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Eldritch Infusion |
| talent | Meditation |
| talent | Shards |
| detrimental effect | The target is poisoned, taking 69.39 nature damage per turn. Deadly Poison |
| detrimental effect | Huge cut that bleeds, doing 23.49 physical damage per turn. Bleeding |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (13). Armor Corroded |
| beneficial effect | A flow of life spins around the target, regenerating 45.52 life per turn. Regeneration |
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Corbarum. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Aeralaith' (6 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +2% Changes resistances: +9% temporal Physical save: +6 (+3 eff.) Life regen: +0.20 Stamina each turn: +0.20 Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (95 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Durirechak the Darkkiller (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +6 Con Changes damage: +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Kindleraider (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +3 Str Changes resistances: +3% temporal Spell save: +6 (+3 eff.) Disease immunity: +10% Cut immunity: +5% Knockback immunity: +10% Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Unrundil' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +2 Changes stats: +1 Str Changes resistances: +11% nature / +4% physical Changes damage: +6% nature Mental save: +12 (+4 eff.) Maximum life: +10.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isoma the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Fatigue: -8% Changes stats: +4 Cun / +5 Dex Changes damage: +9% temporal Light radius: +2 Infravision radius: +3 See invisible: +6 Rings can have magical properties. |
| On fingers | Gorydunadunasta the NaturesmasherPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 nature / 4 acid Changes stats: +3 Mag / +4 Wil / +7 Cun Changes resistances: +26% acid / +3% nature Changes damage: +13% acid Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around neck | DuvihorPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +1 Wil Talent mastery: +0.14 Cunning / Survival Physical save: +3 (+2 eff.) Mental save: +6 (+2 eff.) Disease immunity: +20% Confusion immunity: +11% Stun/Freeze immunity: +5% Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +28.00 Mindpower: +7 (+3 eff.) Amulets can have magical properties. |
| In main hand | Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | InfernohackerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Wil Changes resistances: +3% fire Maximum life: +30.00 A belt that goes around your waist. |
| In off hand | Dourwire (6 def, 2 armour, 100% power, 42.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 On weapon hit: * 20% chance to inflict 15% damage reduction * 40% chance to cause random gloom Damage (Melee): +16 darkness / +8 mind Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage (Melee): 5 fire Damage when hit (Melee): 12 fire Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Dagukath the Squalorspawn (11 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +11 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Dex Changes resistances: +12% nature / +12% blight Changes resistances penetration: +15% nature Critical mult.: +12.00% Life regen: +1.90 Only die when reaching: -60.00 life Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Ragosta' (2 def, 12 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +11% darkness / +6% mind / +10% light Disease immunity: +5% Life regen: +2.40 Stamina each turn: +0.80 Mindpower: +2 (+1 eff.) A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 120)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (462% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
MorningwildInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances: +3% lightning / +11% temporal Changes resistances penetration: +20% lightning / +5% light Changes damage: +3% light / +9% lightning Pinning immunity: +23% Knockback immunity: +21% Amulets can have magical properties. |
Kichak the stralite ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 11 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +2 Cun Changes resistances: +26% acid Changes damage: +13% acid Life regen: +0.90 Hate when firing a critical mind attack: +2.00 Maximum life: +43.00 Maximum hate: +5.00 Light radius: +3 Infravision radius: +1 Healing mod.: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.iron battleaxe 'Corpsedash' (111% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 111% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +10% blight / +20% nature Changes damage: +12% arcane Mana each turn: +0.08 Mana when firing critical spell: +2.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.steel dagger (105% power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
gloomy iron shield (4 def, 2 armour, 100% power, 19.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 93% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Effects on melee hit: * 5% chance to cause random gloom Effects when hit in melee: * 12% chance to cause random gloom Talent granted: +1 Block Handheld deflection devices. |
acidic steel shield of fire resistance (+17%) (6 def, 2 armour, 100% power, 35.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 108% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +35 On weapon hit: * 12% chance to corrode armour by 30% When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 13 acid Changes resistances: +17% fire Talent granted: +2 Block Handheld deflection devices. |
steel shield of cold resistance (+19%) (6 def, 2 armour, 100% power, 42 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 115% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +19% cold Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Shocknail (2 def, 10 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning / +18% cold / +12% nature Changes damage: +6% lightning Teleport immunity: +15% A suit of armour made of leather. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
linen cloak 'Dairuneg' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +6 Str / +2 Mag / +3 Wil / +3 Con Grants telepathy: Demon/Minor Demon/Major See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xilaith' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Cun / +2 Dex Changes resistances: +6% temporal Confusion immunity: +10% Pinning immunity: +20% Equilibrium when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unrothel the pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +4 Dex / +2 Wil / +8 Cun Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots 'Daimilach' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +12% lightning / +6% light / +9% nature / +12% mind Changes resistances penetration: +20% mind Life regen: +2.30 Healing mod.: +11% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots of uncanny dodging (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% A pair of boots made of leather. |
Xida (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +4 Str / +2 Dex / +3 Mag / +1 Wil / +3 Cun Changes damage: +6% acid Maximum encumbrance: +22 Physical save: +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 8.81 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Glorunne the Healglean (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Cun Changes resistances: +5% arcane Changes resistances penetration: +20% nature Changes damage: +3% arcane Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
195 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Polumitta the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -2% Changes stats: +4 Str / +2 Dex / +3 Wil Changes resistances: +9% acid / +9% cold / +3% temporal Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 22.34 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 179 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Ivayara the iron torque of psychoportation [power 21] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% light Poison immunity: +10% Disease immunity: +20% Knockback immunity: +25% It can be used to teleport randomly (rad 21), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
Earudur the ash totem of thorny skin [power 26] (18 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +3% mind / +6% acid It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Corbarum the Dwarf Stone Warden level 7
16th Profit 122nd year of Ascendancy at 20:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Corbarum the Dwarf Stone Warden level 10
44th Profit 122nd year of Ascendancy at 05:11 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Corbarum the Dwarf Stone Warden level 17
25th Dearth 122nd year of Ascendancy at 22:19 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Corbarum the Dwarf Stone Warden level 5
19th Voratun 122nd year of Ascendancy at 22:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Corbarum the Dwarf Stone Warden level 7
33rd Profit 122nd year of Ascendancy at 15:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Corbarum the Dwarf Stone Warden level 15
17th Wealth 122nd year of Ascendancy at 09:15 see stats
Log
Ce'Nybrelaith the warg hits Corbarum for (104 to stone), 0 physical (0 total damage).
Corbarum hits Ce'Nybrelaith the warg for 0 acid, 1 fire, 0 arcane, 1 mind, 1 nature, 4 nature, 1 cold, 0 fire, 1 arcane, (19 parried), 0 nature, 0 mind, 2 darkness, 0 fire, 1 arcane, 1 fire (19 total damage).
The stone shield around Corbarum explodes!
Corbarum hits Ce'Nybrelaith the warg for 23 arcane damage.
Deadly Poison from Ce'Nybrelaith the warg hits Corbarum for (28 to stone), 18 nature (18 total damage).
Bleeding from Ce'Nybrelaith the warg hits Corbarum for 12 physical damage.
Ce'Nybrelaith the warg receives 34 healing.
Ce'Nybrelaith the warg resists the mind attack!
Ce'Nybrelaith the warg hits Corbarum for 54 physical, 43 physical (98 total damage).
Corbarum hits Ce'Nybrelaith the warg for 0 acid, 1 fire, 1 arcane, 1 mind, 2 nature, 0 acid, 1 fire, 1 arcane, 0 mind, 2 nature (13 total damage).
Corbarum uses Infusion: Regeneration.
Corbarum starts regenerating health quickly.
Corbarum has regained its confidence.
Deadly Poison from Ce'Nybrelaith the warg hits Corbarum for 46 nature damage.
Bleeding from Ce'Nybrelaith the warg hits Corbarum for 18 physical damage.
Corbarum counter attacks Ce'Nybrelaith the warg with his shield shards!
Corbarum misses Ce'Nybrelaith the warg.
Corbarum's armor corrodes!
Ce'Nybrelaith the warg receives 34 healing.
Ce'Nybrelaith the warg hits Corbarum for 60 physical, 49 physical (109 total damage).
Corbarum hits Ce'Nybrelaith the warg for 0 acid, 1 fire, 1 arcane, 1 mind, 2 nature, 6 nature, 2 cold, 0 fire, 2 arcane, 0 acid, 1 fire, 1 arcane, 1 mind, 2 nature (25 total damage).
Corbarum casts Pulverizing Auger.
Deadly Poison from Ce'Nybrelaith the warg hits Corbarum for 46 nature damage.
Bleeding from Ce'Nybrelaith the warg hits Corbarum for 20 physical damage.
Ce'Nybrelaith the warg receives 34 healing.
Corbarum instinctively hardens his skin and ignores the attack!
Corbarum repels an attack from Ce'Nybrelaith the warg.
Saving game...




















































































